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July 17, 2019
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Updates » Design
Watch a breakdown of the design and planning that keeps Dauntless running  
by Bryant Francis [06.26.19]
The developers behind Behemoth-slaying online game Dauntless share stories and insight from the game's development.
Console/PC, Design, Production, Video

Don't Miss: Obduction let Cyan experiment with VR in a non-Myst universe 1
by Staff [06.26.19]
Obduction is Cyan's first game in 25 years that isn't set in the Myst universe. We talked to Rand Miller about world building, puzzle crafting, and designing for VR.
Console/PC, Programming, Design

Chat with the developers behind Dauntless starting at 3PM ET  
by Bryant Francis [06.26.19]
The developers behind Dauntless are taking your questions starting at 3PM ET on the GDC Twitch channel.
Console/PC, Design, Video

Blog: Charting the pacing of Uncharted 2 - Part 1 4
by Gamasutra Community [06.26.19]
Uncharted 2 has some of the most exceptional pacing in action-adventure video game history. Let's take a look at what that means and how the game achieves it.
Console/PC, Design

Blog: Crowdfunding without a graphic designer  
by Gamasutra Community [06.26.19]
Should you spend money on a graphic designer for your crowdfunding campaign, or can you do it yourself? Let's find out!
Design, Business/Marketing

Game Design Deep Dive: Making the 100(!) endings of Reventure 2
by Javi Cepa [06.26.19]
Javi Cepa explains the design challenges in making Reventure, a Steam success that has 100 different endings.
Console/PC, Indie, Design, Video

Don't Miss: Unpacking The Silver Case: A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [06.25.19]
We spoke with some of the developers of The Silver Case, discussing character design, story, and its 2017 remaster.
Console/PC, Indie, Art, Design

Video: Tips on art directing VFX for stylized games  
by Staff [06.25.19]
In this 2017 GDC talk artists from Double Fine, Epic Games, and more discuss methods for establishing the artistic pillars of your game's VFX, using specific examples from iconic games!
Console/PC, Indie, Art, Design, Video, Vault

See the future of location-based AR/VR entertainment at XRDC!  
by Staff [06.25.19]
Location-based experiences are a great way to introduce newcomers to AR/VR, and at XRDC in San Francisco this October you'll get behind-the-scenes insight into how to make them fun and successful.
VR, Design, Business/Marketing, XRDC

Building interesting emergence in Dying Light 2 2
by Bryant Francis [06.25.19]
Lead game designer Tymone Smektala explains how a 50 percent completion rate for Dying Light has helped push Techland into making an emergent, choice-driven sequel.
Console/PC, Design, Video, E3

Don't Miss: 20 essential real-world games to study (and play!) 33
by John Harris [06.24.19]
In this classic feature we profile games like Chess and Go through pen-and-paper RPGs like Call of Cthulhu, European games like The Settlers of Catan, and more -- each with a unique design lesson.
Design

Blog: An archaeologist considers Heaven's Vault  
by Gamasutra Community [06.24.19]
Bob Whitaker talks with archaeologist Andrew Reinhard about Heaven's Vault, the latest game from Inkle Studios. Topics include archaeology, archaeologists in games, and artifact colonialism.
Design

Blog: On narrative from a cognitive perspective - Part 4  
by Gamasutra Community [06.24.19]
'Putting into play' is part of a project that aims to explain, from a cognitive and narrative perspective, the mind and hands-on approach to the design of an engaging and dynamic game system.
Design

Video Game Deep Cuts: My Friend Pedro's Elite Beat Agent  
by Gamasutra Staff [06.23.19]
This week's roundup includes a look at breakout indie action game My Friend Pedro, a much-deserved history of the excellent Elite Beat Agents series, on Mordhau's surprisingly hot debut, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Dissecting the revolutionary game design of Super Mario Kart 2
by Staff [06.21.19]
Over 25 years ago, one of the weirdest, most innovative, influential and enduring games was released. Gamasutra talked to a dev, a historian, and pro players about the legacy of Super Mario Kart.
Console/PC, Design

Q&A: After the Microsoft acquisition, what's next for Double Fine? 6
by Bryant Francis [06.21.19]
Double Fine CEO Tim Schafer discusses Microsoft's purchase of the company, what GamePass means for mid-sized studios, and what his hopes are if his employees decided to unionize.
Console/PC, Design, E3

PSA: Upload your resume to Gamasutra's job boards!
by Staff [06.20.19]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Attend XRDC for an inside look at building compelling AR brand experiences!  
by Staff [06.20.19]
Come to XRDC in October to get a behind-the-scenes look at how Tactic builds engaging, high-quality AR apps for brand storytelling, including a design walkthrough of their new Jack Daniel's AR app!
VR, Design, XRDC

Blog: Creating the the AI of Sea of Thieves - Part 3  
by Gamasutra Community [06.20.19]
In the third of a four-part series, I explore the numerous AI systems running under the hood of Rare's online pirate adventure game.
Design

Blog: Creating natural looking geometry in Unexplored 2: The Wayfarer's Legacy 6
by Gamasutra Community [06.20.19]
For Unexplored 2: The Wayfarer's Legacy we translate generated tile data into natural looking level geometry. Here's how we do it.
Programming, Design, Business/Marketing